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José Pereira

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Everything posted by José Pereira

  1. Forgot to also change the top wall: Cybernoid I level_3 line_1 screen_1b.xex Please notice that because of A8 colouring 'via' PMGs and PFs colours dli (like is this case) they're maybe, just a couple of times (not too much though ...) that can't there have the blue & cyan (or on other cases the gray), like also here: Cybernoid I level_2 line_2 screen_2 _to use M0 & M1.xex It's allmost unoticeable, I think...
  2. The walls have many white & gray turning it 'washed out' so after many different designs by now I'm statisfied with this one: Cybernoid I level_3 line_1 screen_1b.xex
  3. The hardest part of I is exactly 'the coming of' new gfxs but probably now I have them all done (and seen) screen per screen. That particular screen of level_3 maked me realize that the top tower here can't have PMGs to add different colours (now I'm thinking it even looks better ) but also seen C64 version I get that platforms (where usually are the rockets) is better for A8 colourings than the CPC one. On the left the old one(s) and at the right the new (and definitive) looking(s), I'm almost sure : So that screen of level_3 looks like this on A8: Cybernoid I level_3 line_1 screen_1.xex But also only now I saw that'll have to 'replace' all ascending and descending rockets on all levels screens already done so that they'll be 1pixel to left. Not important but maybe better for 'code like' collision detection? !... Like I said, had to go to see level_3 because of the new gfxs but now returning to end level_2 in the hope that can have also _3 soon...
  4. Cybernoid I has various floors and walls types that has also different colours... On level_3 there's even another type (and started trying this one on A8 and have to say is tricky but sure will get it 😞 So here's all types and with the A8 colourings: Please notice that then new ones on CPC are green (not possível on A8) but not correct because horizontally have 3lines while vertically have 2. Sure os because of then resolution but could bem other way to solve this. On A8 they're the same only changing direction and I think that the gray & white goes well with the blue 'point'.
  5. Ended the week for me : But still a long way to go and 3rd and last level is even bigger (1<2<3) :
  6. And level_2 with some more...:
  7. Made some little changes on level_1: And level_2 with some more screens:
  8. There's something that wasn't my liking. On level_1 so now the others _2 and _3 will follow with this... -> Old one: -> New one: Gfxs are exactly same pixels so what's different between the two that in my opinion turn the new one better?
  9. Slowly this time... only two screens of level_2 done so here's them replacing CPC ones (with all the others for you to get an idea): Cybernoid I walls/grounds are much different than on II as they don't follow/continue the previous (mainly the ones on top and/or bottom gfxs). Also there's many types of walls gfxs and others that are becoming tricky for the PMGs to add colours). I'm picking and doing the trickiest ones so most of the time I have to return to previous one(s) done and replace the PMGs so is the reason for a not so quicky building but will get there... Here's a print screen of the the level_2 on CPC that you see screen per screen:
  10. Ok but the various colours, are they PMGs added for colour?
  11. Me also... But if I think is what I think (add colours, is it?): -> Yellow on fire is fine, doors that cyan is fine (brown darkest is too much noticeable and not 'an almost black), skeletons and skulls yellow not very good but probably other (don't know which), stalagmites (is it?) orange I'll change to more 'ice type' blue/cyan (then doors to brown as they're almost squares),... -> The moving stuff if have those large PMGs then Tony will takes it when going there... -> Tony coloured? if you add a PMG (like 0 so higher priority covers all the others behind/under him) but you then have to also move this PMG (x,y) together with soft sprite PF1 pixels...
  12. Don't think you choose it by default be a good idea. For example, these two blues with a totally different colour(s) 'shock too much'... Let people choose it can be but you can also let people choose the colour of the screen (like I said previously...) then have the status panel on a different luminance (usually I go for a darker one, here's on luminance 8, while the playing area be the lighter one, luminace E, that 'catches the player eyes more'): Like @MrFish pointed you can also to this add PMGs (here's an example for black & white/grays): To the PFs: You add the PMGs (simply out them there static): This can also be and is the same for any others of those screens that have other colours (just set PMGs to the same colour number but on these luminances)... P.s.- Other thing (and think you're doing it) is to have the borders always black in whatever colour the playing area + status area are because it shows them right and doesn't 'distract' people. on a colour that darkest luminance isn't 'an allmost black' it just doesn't look right, like, for example colour_1 or F brown(s): Just my 2cents...
  13. Was thiking on this some days ago but then forgot to post... my idea is to people can choose. On an early/mode screen select moving joystick instantly change colour then fire to start.
  14. Some years ago (not many ) me and a coder were working on the NES https://www.mobygames.com/game/11170/muscle/screenshots/ conversion to A8 (one more that sadly seems lost forever )... This one has even horizontal scrolling but that is similar to what I posted for the PFs and PMGs distribution: BAK (712): blue (82); PF0 (708): white same (0E); PF1 (709): red (34); PF2 (710): green (BA); PF3 (711): pink (3A); So PM0&1 for one/ours guy (yellow) while the other is the green (PM2&3). Other guys across the game will change the PMGs colours... This one looks much better, not because beeing me (as is indeed an almost directly conversion 1:1 to 2:1 ratio NES->A8) so that screen can be also much better design to fit PF2 and PF3 with no problems and still fit on a single charset. Most of the oponents have 'normal' skin colour that is pink PF2 but it never 'clashes'/be on same char(s) as PF3 green that is only on the sides. P.s.- The guys can be taller and wider as in Mat mania Challenge, of course...
  15. Couldn't resist ... Trying PFs and DLIs for later see the PMGs came to this: Was allmost sure that: BAK: black; PF0 & PF1 dark brown & pink; PF2: dark blue /DLI/ white /DLI/ ...; PF3: yellow /DLI/ purple /DLI/ yellow /DLI/ red /DLI/ purple /DLI/ ...; Then using Priority_4 (PMGs under all PFs) makes sense using P0 (or P+M) double width for one and P1 (or P+M) for the other guy (the PF dark brown covers the 2x pixels PMGs). Referee white comes from P2 or P3 (see there's only 8pixels width on white) and the reason referee uses black and no contours? Because he's behind the guys so BAK and a less priority PMG does it. Interaction between them is one use P0 if is in front and the other P1 then exhange between the two if they change order. But after all this I got that PF2 and PF3 on the top (dark blue and purple) are on same chars and can't so must be something different... Humm... probably not far if this is really an A8 screen ... Seeing the top part is indeed only 4colours per line so suspect it's using bitmap mode instead (and the usual on those old days and not charmode) so also on bottom? Probably but then from where the dark brown comes from?
  16. Posted 'a page ago': I'm just ending some things and will ask him if he wants to start the translation to A8... Then I thought in also trying [I] to see how it could llok like. The 'engine' is exactly the same in the A8 case using PMGs, DLIs,... so want to finish the other levels before. I'm also sure the code is similar/the same between [I] and [II] because it makes more sense having [I] before [II] released. Me, him and @JAC! have conversations from time to time over the years, nothing really decided but hope he gets again interested in A8 coding ... by now the two are liking my solutions ...
  17. Please have a look now as "The screens are now all right but also with some colours changed on various lines"...
  18. Sorry for all the mess there and is missing Cybernoid I A8 credits (with also some repeated) Trying to post 'in a hurry' because was already late... but you get the idea. No way to fix now.
  19. An 'Easter egg surprise' : Same thing on code on the I and II (Z80s seems also) so I'm just changing I to II and some colours that now can be (as PF2 is gray so can oring all A8 palette colours that you can notice on various lines, like for example 'titles' are now blue/cyan and the credits names grays,...).
  20. More like 'real thing' have in grays but maybe more dificulty as i added some more (4 or 5, I think): (probably now the windows light should change from lilac to ...?)
  21. Can't run the program and you're experts so I just centered the image vertically and turned to 2:1 ratio. Would be funny to see what you guys could come up with this one (I got it from AtariOnline sometime ago but now don't remember where): Thanks.
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